Syllabus coverage
- The stages of a basic information processing model: input
- The stages of a basic information processing model: decision-making
- The stages of a basic information processing model: output
- The stages of a basic information processing model: feedback
- Identify the role of each stage
- Explain the difference between short-term and long-term memory
- Apply the stages of information processing to physical activities
- Explain the concept of limited channel capacity / single-channel hypothesis
Part of the IGCSE PE 0413 syllabus 0413 / 0995.
Why a model is useful
The simple information processing model describes what happens between a performer seeing something and moving. There are four stages, always in the same order: input → decision-making → output, with feedback looping back to the start.
It is a cycle, not a straight line. Feedback returns to input, which is how a performer can adjust the second attempt after a poor first one instead of repeating the same error forever.
Learn the role of each stage separately. Cambridge asks you to identify what each one does, and one-mark questions are usually aimed straight at a single stage.
| Stage | Role | Netball example |
|---|---|---|
| Input | The senses collect information from the display — what the performer can see and hear | A centre sees the ball, the position of her team-mates and the defender's feet |
| Decision-making | The brain interprets the information, compares it with past experiences in memory and selects a response | She decides to pass wide to a team-mate who has broken free |
| Output | The chosen decision is carried out as a movement, as the muscles produce the action | She executes the chest pass |
| Feedback | Information about the outcome and the quality of the performance is returned to the performer and loops back into input | She sees the pass arrive slightly low, hears the coach, and adjusts the next pass |
Input — taking in the display
Input is the information the performer takes in through the senses, mostly sight and hearing, plus the sense of where the body is and what the muscles are doing.
The skill in this stage is knowing what to look at. A beginner watches the ball. An expert watches the opponent's hips, racket or body shape, because that is where the information about what happens next is held.
A poor input produces a poor decision, however good the technique is. A footballer who never lifts their head cannot make a good pass, because the information never reaches the decision-making stage.
Decision-making — choosing the response
Decision-making is where the performer makes sense of the input, matches it against similar situations held in memory, and chooses a response.
This stage draws directly on memory. Experience builds a library of situations to compare against, so an experienced performer recognises the pattern more quickly and picks a better option.
It is also the stage most affected by pressure. Anxiety and over-arousal narrow what the performer notices and slow down the choice, which is why a rattled player seems to make bad decisions rather than bad movements.
Output and feedback — the action and the loop
Output is the movement itself: the decision is sent to the muscles and the action is produced at the joints. The quality of the output depends on how well the motor programme has been learned.
Feedback is the information that comes back after the movement. Some of it is intrinsic, picked up by the performer's own senses — what the movement felt like, where the ball went. Some of it is extrinsic, coming from outside — a coach's comment, a whistle, a scoreboard, a team-mate.
Feedback returns to the input stage, which is what makes the model a loop. It is also what makes progress possible: without feedback, the performer has no way of knowing whether the output matched the intention.
Short-term and long-term memory
Short-term memory is the workspace. It holds the information the performer is using right now — the ball's position, the defender's movement — but its capacity is limited and the information is lost within seconds if it is not used.
Long-term memory is the store cupboard. It holds learned skills, tactics and past experiences for a very long time, and there is effectively no limit to how much it can hold.
Nothing travels straight from long-term memory to the muscles. It is retrieved into short-term memory so it can be compared with the current input and used in the decision, then the decision becomes the output.
Practice moves skills into long-term memory so they can be recalled automatically, which frees up the limited short-term workspace. That is why an expert can think about tactics while a beginner is still thinking about where their feet go.
| Short-term memory | Long-term memory | |
|---|---|---|
| What it holds | The information being used at this moment | Learned skills, tactics and past experiences |
| Capacity | Limited — only a small number of items | Effectively unlimited |
| Duration | Seconds, and easily lost | Permanent, held for a long time |
| Role in performance | The workspace where the current decision is made | Provides the experience the current situation is compared against |
| Effect of practice | Used less as skills become automatic | Grows larger, so decisions become faster and better |
Limited channel capacity and the single-channel hypothesis
Limited channel capacity means a performer can only process a small amount of information at one time. There is one channel and it is narrow, so information has to be dealt with in turn rather than all at once.
The single-channel hypothesis takes this one step further: the performer can only deal with one stream of information at a time. If two signals arrive together, one has to wait in a queue, and in that queue it is likely to be missed, acted on too late, or handled badly.
In practice this is why a coach who shouts three instructions at once gets none of them followed, and why a beginner facing an unfamiliar pitch or an unexpected spin makes an error that looks careless.
Experts appear to escape this because their skills are automatic. An automatic skill uses very little channel capacity, so the rest of the channel is free for reading the game. Automating the basics therefore buys attention — and that attention is what separates a competent performer from a skilled one.
Applying the model to a physical activity
Apply questions name an activity and expect you to run the four stages in order, using that activity. The strongest answers also say what happens next because of the feedback, because that shows the model is a loop and not a list.
- Name the stage, then say what the performer does at that stage in this activity
- Where you can, say what happens because of the feedback — it shows the loop, not just a list
- For a closed skill such as a gymnastics routine, most of the feedback is intrinsic, because the performer feels the movement and sees only the result
| Activity | Input | Decision-making | Output | Feedback |
|---|---|---|---|---|
| Football (defender facing a through ball) | Sees the ball travelling and the forward's run | Compares the situation with ones from memory and decides to drop off rather than step up | Turns and sprints to cover the run | Sees the forward's touch is heavy — that becomes the next input, and the defender decides to close the ball down |
| Badminton (returning serve) | Watches the server's racket angle and the shuttle's flight | Decides to play a drop shot rather than a clear, based on the server's position | Moves the racket slowly and gently to take the pace off the shuttle | Sees the shuttle land short and finds the next return easier, so repeats the choice |
| Netball (defender marking in the circle) | Sees the shooter's feet and the position of the ball | Decides whether to stay close or block the pass, based on where the shooter is looking | Steps across and raises the arms to contest the shot | Feels she was beaten by the shooter's feint, so next time watches the hips rather than the eyes |
Key terms you must be able to define
- Input
- The stage of the information processing model where the performer takes in information from the senses.
- Decision-making
- The stage of the information processing model where the brain interprets the input, compares it with memory and selects a response.
- Output
- The stage of the information processing model where the selected decision is carried out as a movement by the muscles.
- Feedback
- Information about the performance or its result that returns to the performer and loops back into input.
- Short-term memory
- A temporary store for the information being used at this moment, with a limited capacity, holding information only for a short time.
- Long-term memory
- A permanent store of learned skills, tactics and past experiences, with effectively unlimited capacity.
- Limited channel capacity
- The idea that a performer can only process a limited amount of information at any one time.
- Single-channel hypothesis
- The idea that a performer can only deal with one stream of information at a time, so simultaneous signals cause delays, missed information or errors.
Applied to your sport
Cambridge requires you to apply this knowledge to physical activities. Use these as models, then write your own for the sport you play.
A midfielder receives the ball and looks up (input), decides whether to pass or drive forward (decision-making), plays the pass (output), then sees the pass was too slow (feedback) and plays it firmer next time.
Reading the opponent's racket angle is the input stage, choosing between a drop shot and a clear is the decision, playing the shot is the output, and seeing where it lands gives the feedback.
A gymnast on the beam takes in the beam and the position of the body (input), decides to make a small adjustment during the routine (decision-making), executes the movement (output), and feels whether the landing was balanced (feedback).
Limited channel capacity is easy to see in table tennis: a player who is still thinking about the technique of the serve has no attention left to read the spin on the return, so the error comes from overload rather than poor technique.
A player who has practised free throws until they are automatic uses very little channel capacity on the technique, leaving attention free to read the position of team-mates for the rebound.
Flashcards
Click a card to flip it. Mark honestly — the tracker uses this.
Exam-style questions
7 questions, 19 marks. Write your answer, then reveal the mark scheme and tick each point you actually made. Answering honestly here is what makes the rest of the site useful.
Mark scheme — tick each point you actually made
Mark scheme — tick each point you actually made
Mark scheme — tick each point you actually made
Mark scheme — tick each point you actually made
Mark scheme — tick each point you actually made
Mark scheme — tick each point you actually made
Mark scheme — tick each point you actually made
Exam technique for this topic
- Keep the four stages in order: input, decision-making, output, feedback. An answer with the stages in the wrong sequence loses marks even if every word is correct.
- For a 'role of each stage' question, give one clear sentence per stage — what goes in or out of that stage, not what the performer feels.
- Memory questions want the contrast. Always give both sides: capacity, duration and what each store holds.
- For the single-channel hypothesis, explain the consequence — information is missed, delayed or acted on incorrectly because two signals cannot be processed at once.
- When applying the model to an activity, use the activity named in the question at every stage and finish with what the feedback changed.
Why students lose marks here
Where this fits in IGCSE PE 0413
This page is one topic of Cambridge IGCSE PE 0413 / 0995. IGCSE PE 0413 is the course home: every area and every topic in Cambridge's own order, the papers you sit and what each one tests, and the exam-practice tools. The full topic list, with each topic linked to its revision page, is on the IGCSE PE 0413 syllabus page.